#ifndef MANGOSSERVER_GOSSIP_H
#define MANGOSSERVER_GOSSIP_H

#include "Common.h"
#include "QuestDef.h"
#include "NPCHandler.h"
#include "ObjectGuid.h"

class WorldSession;

#define GOSSIP_MAX_MENU_ITEMS 64                            // client supported items unknown, but provided number must be enough
#define DEFAULT_GOSSIP_MESSAGE              0xffffff

enum Gossip_Option
{
	GOSSIP_OPTION_NONE              = 0,                    //UNIT_NPC_FLAG_NONE                (0)
	GOSSIP_OPTION_GOSSIP            = 1,                    //UNIT_NPC_FLAG_GOSSIP              (1)
	GOSSIP_OPTION_QUESTGIVER        = 2,                    //UNIT_NPC_FLAG_QUESTGIVER          (2)
	GOSSIP_OPTION_VENDOR            = 3,                    //UNIT_NPC_FLAG_VENDOR              (128)
	GOSSIP_OPTION_TAXIVENDOR        = 4,                    //UNIT_NPC_FLAG_TAXIVENDOR          (8192)
	GOSSIP_OPTION_TRAINER           = 5,                    //UNIT_NPC_FLAG_TRAINER             (16)
	GOSSIP_OPTION_SPIRITHEALER      = 6,                    //UNIT_NPC_FLAG_SPIRITHEALER        (16384)
	GOSSIP_OPTION_SPIRITGUIDE       = 7,                    //UNIT_NPC_FLAG_SPIRITGUIDE         (32768)
	GOSSIP_OPTION_INNKEEPER         = 8,                    //UNIT_NPC_FLAG_INNKEEPER           (65536)
	GOSSIP_OPTION_BANKER            = 9,                    //UNIT_NPC_FLAG_BANKER              (131072)
	GOSSIP_OPTION_PETITIONER        = 10,                   //UNIT_NPC_FLAG_PETITIONER          (262144)
	GOSSIP_OPTION_TABARDDESIGNER    = 11,                   //UNIT_NPC_FLAG_TABARDDESIGNER      (524288)
	GOSSIP_OPTION_BATTLEFIELD       = 12,                   //UNIT_NPC_FLAG_BATTLEFIELDPERSON   (1048576)
	GOSSIP_OPTION_AUCTIONEER        = 13,                   //UNIT_NPC_FLAG_AUCTIONEER          (2097152)
	GOSSIP_OPTION_STABLEPET         = 14,                   //UNIT_NPC_FLAG_STABLE              (4194304)
	GOSSIP_OPTION_ARMORER           = 15,                   //UNIT_NPC_FLAG_ARMORER             (4096)
	GOSSIP_OPTION_UNLEARNTALENTS    = 16,                   //UNIT_NPC_FLAG_TRAINER             (16) (bonus option for GOSSIP_OPTION_TRAINER)
	GOSSIP_OPTION_UNLEARNPETSKILLS  = 17,                   //UNIT_NPC_FLAG_TRAINER             (16) (bonus option for GOSSIP_OPTION_TRAINER)
	GOSSIP_OPTION_MAX
};

enum GossipOptionIcon
{
	GOSSIP_ICON_CHAT                = 0,                    //white chat bubble
	GOSSIP_ICON_VENDOR              = 1,                    //brown bag
	GOSSIP_ICON_TAXI                = 2,                    //flight
	GOSSIP_ICON_TRAINER             = 3,                    //book
	GOSSIP_ICON_INTERACT_1          = 4,                    //interaction wheel
	GOSSIP_ICON_INTERACT_2          = 5,                    //interaction wheel
	GOSSIP_ICON_MONEY_BAG           = 6,                    //brown bag with yellow dot
	GOSSIP_ICON_TALK                = 7,                    //white chat bubble with black dots
	GOSSIP_ICON_TABARD              = 8,                    //tabard
	GOSSIP_ICON_BATTLE              = 9,                    //two swords
	GOSSIP_ICON_DOT                 = 10,                   //yellow dot
	GOSSIP_ICON_CHAT_11             = 11,                   //This and below are most the same visual as GOSSIP_ICON_CHAT
	GOSSIP_ICON_CHAT_12             = 12,                   //but are still used for unknown reasons.
	GOSSIP_ICON_CHAT_13             = 13,
	GOSSIP_ICON_CHAT_14             = 14,                   // probably invalid
	GOSSIP_ICON_CHAT_15             = 15,                   // probably invalid
	GOSSIP_ICON_CHAT_16             = 16,
	GOSSIP_ICON_CHAT_17             = 17,
	GOSSIP_ICON_CHAT_18             = 18,
	GOSSIP_ICON_CHAT_19             = 19,
	GOSSIP_ICON_CHAT_20             = 20,
	GOSSIP_ICON_MAX
};

//POI icons. Many more exist, list not complete.
enum Poi_Icon
{
	ICON_POI_BLANK              =   0,                      // Blank (not visible), in 2.4.3 have value 15 with 1..15 values in 0..14 range
	ICON_POI_GREY_AV_MINE       =   1,                      // Grey mine lorry
	ICON_POI_RED_AV_MINE        =   2,                      // Red mine lorry
	ICON_POI_BLUE_AV_MINE       =   3,                      // Blue mine lorry
	ICON_POI_BWTOMB             =   4,                      // Blue and White Tomb Stone
	ICON_POI_SMALL_HOUSE        =   5,                      // Small house
	ICON_POI_GREYTOWER          =   6,                      // Grey Tower
	ICON_POI_REDFLAG            =   7,                      // Red Flag w/Yellow !
	ICON_POI_TOMBSTONE          =   8,                      // Normal tomb stone (brown)
	ICON_POI_BWTOWER            =   9,                      // Blue and White Tower
	ICON_POI_REDTOWER           =   10,                     // Red Tower
	ICON_POI_BLUETOWER          =   11,                     // Blue Tower
	ICON_POI_RWTOWER            =   12,                     // Red and White Tower
	ICON_POI_REDTOMB            =   13,                     // Red Tomb Stone
	ICON_POI_RWTOMB             =   14,                     // Red and White Tomb Stone
	ICON_POI_BLUETOMB           =   15,                     // Blue Tomb Stone
	ICON_POI_16                 =   16,                     // Grey ?
	ICON_POI_17                 =   17,                     // Blue/White ?
	ICON_POI_18                 =   18,                     // Blue ?
	ICON_POI_19                 =   19,                     // Red and White ?
	ICON_POI_20                 =   20,                     // Red ?
	ICON_POI_GREYLOGS           =   21,                     // Grey Wood Logs
	ICON_POI_BWLOGS             =   22,                     // Blue and White Wood Logs
	ICON_POI_BLUELOGS           =   23,                     // Blue Wood Logs
	ICON_POI_RWLOGS             =   24,                     // Red and White Wood Logs
	ICON_POI_REDLOGS            =   25,                     // Red Wood Logs
	ICON_POI_26                 =   26,                     // Grey ?
	ICON_POI_27                 =   27,                     // Blue and White ?
	ICON_POI_28                 =   28,                     // Blue ?
	ICON_POI_29                 =   29,                     // Red and White ?
	ICON_POI_30                 =   30,                     // Red ?
	ICON_POI_GREYHOUSE          =   31,                     // Grey House
	ICON_POI_BWHOUSE            =   32,                     // Blue and White House
	ICON_POI_BLUEHOUSE          =   33,                     // Blue House
	ICON_POI_RWHOUSE            =   34,                     // Red and White House
	ICON_POI_REDHOUSE           =   35,                     // Red House
	ICON_POI_GREYHORSE          =   36,                     // Grey Horse
	ICON_POI_BWHORSE            =   37,                     // Blue and White Horse
	ICON_POI_BLUEHORSE          =   38,                     // Blue Horse
	ICON_POI_RWHORSE            =   39,                     // Red and White Horse
	ICON_POI_REDHORSE           =   40                      // Red Horse
};

struct GossipMenuItem
{
	uint8       m_gIcon;
	bool        m_gCoded;
	std::string m_gMessage;
	uint32      m_gSender;
	uint32      m_gOptionId;
	std::string m_gBoxMessage;
	uint32      m_gBoxMoney;
};

typedef std::vector<GossipMenuItem> GossipMenuItemList;

struct GossipMenuItemData
{
	int32  m_gAction_menu;                                  // negative for close gossip
	uint32 m_gAction_poi;
	uint32 m_gAction_script;
};

typedef std::vector<GossipMenuItemData> GossipMenuItemDataList;

struct QuestMenuItem
{
	uint32      m_qId;
	uint8       m_qIcon;
};

typedef std::vector<QuestMenuItem> QuestMenuItemList;

class MANGOS_DLL_SPEC GossipMenu
{
public://
	explicit				GossipMenu(WorldSession* session);
							~GossipMenu();

public:///
	void					AddMenuItem(uint8 Icon, const std::string& Message, bool Coded = false);
	void					AddMenuItem(uint8 Icon, const std::string& Message, uint32 dtSender, uint32 dtAction, const std::string& BoxMessage, uint32 BoxMoney, bool Coded = false);

	// for using from scripts, don't must be inlined
	void					AddMenuItem(uint8 Icon, char const* Message, bool Coded = false);
	void					AddMenuItem(uint8 Icon, char const* Message, uint32 dtSender, uint32 dtAction, char const* BoxMessage, uint32 BoxMoney, bool Coded = false);

	void					AddMenuItem(uint8 Icon, int32 itemText, uint32 dtSender, uint32 dtAction, int32 boxText, uint32 BoxMoney, bool Coded = false);

	void					SetMenuId(uint32 menu_id) { m_gMenuId = menu_id; }
	uint32					GetMenuId() { return m_gMenuId; }

	void					AddGossipMenuItemData(int32 action_menu, uint32 action_poi, uint32 action_script);

	unsigned int			MenuItemCount() const { return m_gItems.size(); }

	bool Empty() const
	{
		return m_gItems.empty();
	}

	GossipMenuItem const& GetItem( unsigned int Id )
	{
		return m_gItems[ Id ];
	}

	GossipMenuItemData const& GetItemData(unsigned int indexId)
	{
		return m_gItemsData[indexId];
	}

	uint32 MenuItemSender( unsigned int ItemId );
	uint32 MenuItemAction( unsigned int ItemId );
	bool MenuItemCoded( unsigned int ItemId );

	void ClearMenu();

	WorldSession* GetMenuSession() const { return m_session; }

protected:
	GossipMenuItemList      m_gItems;
	GossipMenuItemDataList  m_gItemsData;

	uint32 m_gMenuId;

private:
	WorldSession* m_session;
};

class QuestMenu
{
public:
	QuestMenu();
	~QuestMenu();

	void AddMenuItem( uint32 QuestId, uint8 Icon);
	void ClearMenu();

	uint8 MenuItemCount() const
	{
		return m_qItems.size();
	}

	bool Empty() const
	{
		return m_qItems.empty();
	}

	bool HasItem( uint32 questid );

	QuestMenuItem const& GetItem( uint16 Id )
	{
		return m_qItems[ Id ];
	}

protected:
	QuestMenuItemList m_qItems;
};

class MANGOS_DLL_SPEC PlayerMenu
{
private:
	GossipMenu mGossipMenu;
	QuestMenu  mQuestMenu;

public:
	explicit PlayerMenu(WorldSession *Session);
	~PlayerMenu();

	GossipMenu& GetGossipMenu() { return mGossipMenu; }
	QuestMenu& GetQuestMenu() { return mQuestMenu; }

	WorldSession* GetMenuSession() const { return mGossipMenu.GetMenuSession(); }

	bool Empty() const { return mGossipMenu.Empty() && mQuestMenu.Empty(); }

	void ClearMenus();
	uint32 GossipOptionSender( unsigned int Selection );
	uint32 GossipOptionAction( unsigned int Selection );
	bool GossipOptionCoded( unsigned int Selection );

	void SendGossipMenu( uint32 TitleTextId, uint64 npcGUID );
	void CloseGossip();
	void SendPointOfInterest( float X, float Y, uint32 Icon, uint32 Flags, uint32 Data, const char * locName );
	void SendPointOfInterest( uint32 poi_id );
	void SendTalking( uint32 textID );
	void SendTalking( char const * title, char const * text );

	/*********************************************************/
	/***                    QUEST SYSTEM                   ***/
	/*********************************************************/
	void SendQuestGiverStatus(uint8 questStatus, ObjectGuid npcGUID);

	void SendQuestGiverQuestList(QEmote eEmote, const std::string& Title, ObjectGuid npcGUID);

	void SendQuestQueryResponse(Quest const *pQuest);
	void SendQuestGiverQuestDetails(Quest const *pQuest, ObjectGuid npcGUID, bool ActivateAccept);

	void SendQuestGiverOfferReward(Quest const* pQuest, ObjectGuid npcGUID, bool EnbleNext);
	void SendQuestGiverRequestItems(Quest const *pQuest, ObjectGuid npcGUID, bool Completable, bool CloseOnCancel);
};
#endif
